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suliman

Member Since 19 May 2004
Online Last Active Today, 12:52 PM

Posts I've Made

In Topic: Make symbols on map more clear (RTS game)

27 September 2016 - 03:20 AM

Thanks for the input!

Colors will depend on the empire though, so there's at least seven different colors for units on the map (in the entire gameworld that is):)

But yeah higher brightness and other implementations of clarity is a surely needed thing.


In Topic: Automated Space Combat (4X)

26 September 2016 - 02:00 AM

In general, giving the player tons of information but not giving them the oppertunity to influense seems like a bad idea:P

But you mean all the info helps the player plan the next battles?

 

I would say too much info risks just becoming white noise for the player, and obstructs the important info. The info the player needs to act on. But I guess you are aware of this principle and that this is a design choice. Looking from your screenshots, this appears to gravitate towards a spreadsheet-heavy kind of game, but maybe that is the intention? Some people like such games for sure, but I think it will restrict your playerbase.


In Topic: Make symbols on map more clear (RTS game)

25 September 2016 - 12:43 PM

good points! Yes i might need different systems.

 

I tried making lines next to larger symbols, isnt this a little better? So these navies has (for example) 4 cruisers and 2 submarines. (the cities are still messed up, just look at the stuff outside cities). The land-armies has 4 tanks each.

 

Click on the image to not see it compressed (compressed its hard to see the lines)


In Topic: Automated Space Combat (4X)

23 September 2016 - 06:16 AM

my suggestion has rock, paper, sciccor mechanics as the ships has different combat stength depending on the enemy fleet composition.

 

But maybe RPS mechanics isnt needed. As suggested, whats wrong with something as simple as building "fleets"? As I understand from your previous posts your game is supposed to be very high-level, directing the main movements of the empire, not dealing with petty things.

 

Start with a VERY simple battle system. As the game come alongs and you feel the need to expand the battle complexity, do so at that point in time. Chances are the player have enough other stuff to deal with so you dont need to complicate battles in the end.


In Topic: Slavery, Include Or Not?

23 September 2016 - 06:08 AM

Well the point of the slave trade is that without it its no longar a game about "the triangle trade"

 

https://en.wikipedia.org/wiki/Triangular_trade

 

which kind of makes it just "nice" trade between Europe and the american colonies (mostly the Carribean). So to NOT have slavery I have to (bend history a bit and) skip including Africa all together to make the game ok. Which in my view is still very much worse.

 

Not having the triangle also affects gameplay quite a bit since the player have only two continents (main trade hubs) instead of three.

 

This thread kind of took a strange turn but its interesting nevertheless.

 

Wodinoneeye:

Some of these suggestions are good and already planned, some are not fit for a boardgame I think (but could work in a computer game!)


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